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 Post subject: little retro style game
 Post Posted: September 16th, 2017, 11:21 pm 
 

Joined: July 26th, 2017, 9:27 pm
Posts: 7
Yo community!
So here's a little retro-game-project I am working on that I would like to share with you guys!

here's a captured video from it :
(sorry, thought it might be easier instead of uploading all the code and bmp/wav files - the code is still a mess tho)

https://www.dropbox.com/s/ejhztwsnjw79u ... e.mp4?dl=0

it's million miles from beeing finished tho
and there is still a lot of stuff I have to figure out including a story and gameplay...
BUT I thought to show Chili what people can do with his great tutorials and beginner-framework ;)
I really appreciate what you do man!

cheeers and keep up the good work! ;)

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Amstrad CPC 464 Masterrace (+greenscreen)


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 Post Posted: September 17th, 2017, 12:27 am 
 

Joined: February 28th, 2013, 3:23 am
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Location: Oklahoma, United States
Looks good, keep it up.

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 Post Posted: September 17th, 2017, 2:53 am 
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Joined: December 31st, 2011, 4:53 pm
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Location: Japan
Looks impressive man! The graphics are great, and that platforming collision polyline (or spine?) you got there is pretty sexy too. What are you using the for the collision/physics?

Also, are you having problems with fps? It looked a little low from the counter, but that could just be b/c of recording software.

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 Post Posted: September 17th, 2017, 1:04 pm 
 

Joined: July 26th, 2017, 9:27 pm
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chili wrote:
Looks impressive man! The graphics are great, and that platforming collision polyline (or spine?) you got there is pretty sexy too. What are you using the for the collision/physics?

Also, are you having problems with fps? It looked a little low from the counter, but that could just be b/c of recording software.


Thanks man !!

Yeah its the recording software. the fps is fine and stable at 50-60 for now ;)

Well that's my first attempt on a static collider.
I'm using a bitmap where green is ground and red is a wall and run a simple messy detection so if
a collider is found and the character Y + character.height is below that it sets the velocity to zero and brings the Y to the right position.
I also increase the detection line size according to the Y velocity cause the character fell through it on high speeds or low fps. And of course when jumping I deactivate the detection for negativ velocities, so jumping on a platform is smooth and nice.

I need to figure out how to do the whole thing with moving colliders , or maybe theres a better way than working with a collider bitmap...
not sure yet ;)

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 Post Posted: September 17th, 2017, 8:43 pm 
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Joined: January 19th, 2017, 10:28 pm
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Location: Idiot from northern Europe
Did you create the art for this too?

Looks great, looks like something I'd play :)

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 Post Posted: September 17th, 2017, 8:49 pm 
 

Joined: July 26th, 2017, 9:27 pm
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Yumtard wrote:
Did you create the art for this too?

Looks great, looks like something I'd play :)


Thanks :D
Yeah I used some Cinema4D, Aftereffects and Photoshop for the graphics / character rigging and Ableton Live for the sounddesign....
I hope to make it playable soon , gonna share it here!

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 Post Posted: September 17th, 2017, 9:12 pm 
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Joined: January 19th, 2017, 10:28 pm
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Awesome. loved the art style. Will play it for sure.
Keep it up

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